GBuffer.cpp 8.3 KB

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  1. // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Renderer/GBuffer.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/RenderQueue.h>
  8. #include <AnKi/Renderer/VrsSriGeneration.h>
  9. #include <AnKi/Renderer/Scale.h>
  10. #include <AnKi/Util/Logger.h>
  11. #include <AnKi/Util/Tracer.h>
  12. #include <AnKi/Core/ConfigSet.h>
  13. namespace anki {
  14. GBuffer::~GBuffer()
  15. {
  16. }
  17. Error GBuffer::init()
  18. {
  19. const Error err = initInternal();
  20. if(err)
  21. {
  22. ANKI_R_LOGE("Failed to initialize g-buffer pass");
  23. }
  24. return err;
  25. }
  26. Error GBuffer::initInternal()
  27. {
  28. ANKI_R_LOGV("Initializing GBuffer. Resolution %ux%u", m_r->getInternalResolution().x(),
  29. m_r->getInternalResolution().y());
  30. // RTs
  31. static const Array<const char*, 2> depthRtNames = {{"GBuffer depth #0", "GBuffer depth #1"}};
  32. for(U32 i = 0; i < 2; ++i)
  33. {
  34. const TextureUsageBit usage = TextureUsageBit::ALL_SAMPLED | TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT;
  35. TextureInitInfo texinit =
  36. m_r->create2DRenderTargetInitInfo(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
  37. m_r->getDepthNoStencilFormat(), usage, depthRtNames[i]);
  38. m_depthRts[i] = m_r->createAndClearRenderTarget(texinit, TextureUsageBit::SAMPLED_FRAGMENT);
  39. }
  40. static const Array<const char*, GBUFFER_COLOR_ATTACHMENT_COUNT> rtNames = {
  41. {"GBuffer rt0", "GBuffer rt1", "GBuffer rt2", "GBuffer rt3"}};
  42. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  43. {
  44. m_colorRtDescrs[i] =
  45. m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
  46. GBUFFER_COLOR_ATTACHMENT_PIXEL_FORMATS[i], rtNames[i]);
  47. m_colorRtDescrs[i].bake();
  48. }
  49. // FB descr
  50. AttachmentLoadOperation loadop = AttachmentLoadOperation::DONT_CARE;
  51. #if ANKI_EXTRA_CHECKS
  52. loadop = AttachmentLoadOperation::CLEAR;
  53. #endif
  54. m_fbDescr.m_colorAttachmentCount = GBUFFER_COLOR_ATTACHMENT_COUNT;
  55. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  56. {
  57. m_fbDescr.m_colorAttachments[i].m_loadOperation = loadop;
  58. m_fbDescr.m_colorAttachments[i].m_clearValue.m_colorf = {1.0f, 0.0f, 1.0f, 0.0f};
  59. }
  60. m_fbDescr.m_colorAttachments[3].m_loadOperation = AttachmentLoadOperation::CLEAR;
  61. m_fbDescr.m_colorAttachments[3].m_clearValue.m_colorf = {1.0f, 1.0f, 1.0f, 1.0f};
  62. m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::CLEAR;
  63. m_fbDescr.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0f;
  64. m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  65. if(getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs())
  66. {
  67. m_fbDescr.m_shadingRateAttachmentTexelWidth = m_r->getVrsSriGeneration().getSriTexelDimension();
  68. m_fbDescr.m_shadingRateAttachmentTexelHeight = m_r->getVrsSriGeneration().getSriTexelDimension();
  69. }
  70. m_fbDescr.bake();
  71. return Error::NONE;
  72. }
  73. void GBuffer::runInThread(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) const
  74. {
  75. ANKI_TRACE_SCOPED_EVENT(R_MS);
  76. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  77. const U32 threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
  78. const U32 threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
  79. // Get some stuff
  80. const U32 earlyZCount = ctx.m_renderQueue->m_earlyZRenderables.getSize();
  81. const U32 problemSize = ctx.m_renderQueue->m_renderables.getSize() + earlyZCount;
  82. U32 start, end;
  83. splitThreadedProblem(threadId, threadCount, problemSize, start, end);
  84. ANKI_ASSERT(end != start);
  85. // Set some state, leave the rest to default
  86. cmdb->setViewport(0, 0, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
  87. const I32 earlyZStart = max(I32(start), 0);
  88. const I32 earlyZEnd = min(I32(end), I32(earlyZCount));
  89. const I32 colorStart = max(I32(start) - I32(earlyZCount), 0);
  90. const I32 colorEnd = I32(end) - I32(earlyZCount);
  91. cmdb->setRasterizationOrder(RasterizationOrder::RELAXED);
  92. const Bool enableVrs =
  93. getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs() && getConfig().getRGBufferVrs();
  94. if(enableVrs)
  95. {
  96. // Just set some low value, the attachment will take over
  97. cmdb->setVrsRate(VrsRate::_1x1);
  98. }
  99. RenderableDrawerArguments args;
  100. args.m_viewMatrix = ctx.m_matrices.m_view;
  101. args.m_cameraTransform = ctx.m_matrices.m_cameraTransform;
  102. args.m_viewProjectionMatrix = ctx.m_matrices.m_viewProjectionJitter;
  103. args.m_previousViewProjectionMatrix = ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection;
  104. args.m_sampler = m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias;
  105. // First do early Z (if needed)
  106. if(earlyZStart < earlyZEnd)
  107. {
  108. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  109. {
  110. cmdb->setColorChannelWriteMask(i, ColorBit::NONE);
  111. }
  112. ANKI_ASSERT(earlyZStart < earlyZEnd && earlyZEnd <= I32(earlyZCount));
  113. m_r->getSceneDrawer().drawRange(RenderingTechnique::GBUFFER_EARLY_Z, args,
  114. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZStart,
  115. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZEnd, cmdb);
  116. // Restore state for the color write
  117. if(colorStart < colorEnd)
  118. {
  119. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  120. {
  121. cmdb->setColorChannelWriteMask(i, ColorBit::ALL);
  122. }
  123. }
  124. }
  125. // Do the color writes
  126. if(colorStart < colorEnd)
  127. {
  128. cmdb->setDepthCompareOperation(CompareOperation::LESS_EQUAL);
  129. ANKI_ASSERT(colorStart < colorEnd && colorEnd <= I32(ctx.m_renderQueue->m_renderables.getSize()));
  130. m_r->getSceneDrawer().drawRange(RenderingTechnique::GBUFFER, args,
  131. ctx.m_renderQueue->m_renderables.getBegin() + colorStart,
  132. ctx.m_renderQueue->m_renderables.getBegin() + colorEnd, cmdb);
  133. }
  134. }
  135. void GBuffer::populateRenderGraph(RenderingContext& ctx)
  136. {
  137. ANKI_TRACE_SCOPED_EVENT(R_MS);
  138. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  139. const Bool enableVrs =
  140. getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs() && getConfig().getRGBufferVrs();
  141. const Bool fbDescrHasVrs = m_fbDescr.m_shadingRateAttachmentTexelWidth > 0;
  142. if(enableVrs != fbDescrHasVrs)
  143. {
  144. // Re-bake the FB descriptor if the VRS state has changed
  145. if(enableVrs)
  146. {
  147. m_fbDescr.m_shadingRateAttachmentTexelWidth = m_r->getVrsSriGeneration().getSriTexelDimension();
  148. m_fbDescr.m_shadingRateAttachmentTexelHeight = m_r->getVrsSriGeneration().getSriTexelDimension();
  149. }
  150. else
  151. {
  152. m_fbDescr.m_shadingRateAttachmentTexelWidth = 0;
  153. m_fbDescr.m_shadingRateAttachmentTexelHeight = 0;
  154. }
  155. m_fbDescr.bake();
  156. }
  157. // Create RTs
  158. Array<RenderTargetHandle, MAX_COLOR_ATTACHMENTS> rts;
  159. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  160. {
  161. m_runCtx.m_colorRts[i] = rgraph.newRenderTarget(m_colorRtDescrs[i]);
  162. rts[i] = m_runCtx.m_colorRts[i];
  163. }
  164. if(ANKI_LIKELY(m_runCtx.m_crntFrameDepthRt.isValid()))
  165. {
  166. // Already imported once
  167. m_runCtx.m_crntFrameDepthRt =
  168. rgraph.importRenderTarget(m_depthRts[m_r->getFrameCount() & 1], TextureUsageBit::NONE);
  169. m_runCtx.m_prevFrameDepthRt = rgraph.importRenderTarget(m_depthRts[(m_r->getFrameCount() + 1) & 1]);
  170. }
  171. else
  172. {
  173. m_runCtx.m_crntFrameDepthRt =
  174. rgraph.importRenderTarget(m_depthRts[m_r->getFrameCount() & 1], TextureUsageBit::NONE);
  175. m_runCtx.m_prevFrameDepthRt =
  176. rgraph.importRenderTarget(m_depthRts[(m_r->getFrameCount() + 1) & 1], TextureUsageBit::SAMPLED_FRAGMENT);
  177. }
  178. RenderTargetHandle sriRt;
  179. if(enableVrs)
  180. {
  181. sriRt = m_r->getVrsSriGeneration().getSriRt();
  182. }
  183. // Create pass
  184. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GBuffer");
  185. pass.setFramebufferInfo(m_fbDescr, ConstWeakArray<RenderTargetHandle>(&rts[0], GBUFFER_COLOR_ATTACHMENT_COUNT),
  186. m_runCtx.m_crntFrameDepthRt, sriRt);
  187. pass.setWork(computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_earlyZRenderables.getSize()
  188. + ctx.m_renderQueue->m_renderables.getSize()),
  189. [this, &ctx](RenderPassWorkContext& rgraphCtx) {
  190. runInThread(ctx, rgraphCtx);
  191. });
  192. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  193. {
  194. pass.newDependency(RenderPassDependency(m_runCtx.m_colorRts[i], TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE));
  195. }
  196. TextureSubresourceInfo subresource(DepthStencilAspectBit::DEPTH);
  197. pass.newDependency(
  198. RenderPassDependency(m_runCtx.m_crntFrameDepthRt, TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT, subresource));
  199. if(enableVrs)
  200. {
  201. pass.newDependency(RenderPassDependency(sriRt, TextureUsageBit::FRAMEBUFFER_SHADING_RATE));
  202. }
  203. }
  204. } // end namespace anki